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Rule of Three: 20/3/12
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<blockquote data-quote="Andor" data-source="post: 5857875" data-attributes="member: 1879"><p>I liked pretty much everything I read in that article. </p><p></p><p>Alignment (if it exists as a cosmological force) should have mechanical implementation, but not ones that pops up much in day to day life (unless, maybe, you are a Paladin.)</p><p></p><p>I like where they are going with the maneuver system. It's kind of like taking 4es martial powers/book of 9 swords maneuvers and deconstructing them.</p><p></p><p>So you'ld have a list of potential manuevers which you can build into your action for that round. At level 1 you only get one maneuver so you can hit someone or disarm them, but not both in one round. </p><p></p><p>At higher levels, rather than iterative attacks you can build more maneuver components into an action. Possibly with categories like 'damage, maneuver, status' to limit how much hurt or how many 'nad shots can be inflicted in one round, possibly not. So your high level fighter doesn't need to spend a round setting-up a full attack so he can hit twice and swiff three times, instead he leaps on to the dragon's back, stabs in the base of the wing, smacks it in the eye and hacks at it once for good measure. (hinder flight speed, inflict blindness, damage)</p><p></p><p>It does sound like your primary defense at higher levels is hit point inflation, which I don't really have a problem with, but does turn some people off.</p></blockquote><p></p>
[QUOTE="Andor, post: 5857875, member: 1879"] I liked pretty much everything I read in that article. Alignment (if it exists as a cosmological force) should have mechanical implementation, but not ones that pops up much in day to day life (unless, maybe, you are a Paladin.) I like where they are going with the maneuver system. It's kind of like taking 4es martial powers/book of 9 swords maneuvers and deconstructing them. So you'ld have a list of potential manuevers which you can build into your action for that round. At level 1 you only get one maneuver so you can hit someone or disarm them, but not both in one round. At higher levels, rather than iterative attacks you can build more maneuver components into an action. Possibly with categories like 'damage, maneuver, status' to limit how much hurt or how many 'nad shots can be inflicted in one round, possibly not. So your high level fighter doesn't need to spend a round setting-up a full attack so he can hit twice and swiff three times, instead he leaps on to the dragon's back, stabs in the base of the wing, smacks it in the eye and hacks at it once for good measure. (hinder flight speed, inflict blindness, damage) It does sound like your primary defense at higher levels is hit point inflation, which I don't really have a problem with, but does turn some people off. [/QUOTE]
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Rule of Three: 20/3/12
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